This session will describe how Infinity Ward leveraged hardware
tessellation in Call of Duty: Ghosts to improve image quality and artist
efficiency on PCs and next generation consoles, while maintaining the
games trademark high-frame rate. Catmull-Clark subdivision surfaces are
an artist friendly, efficient representation for next-generation models.
Recent research, including feature adaptive subdivision surfaces by
Matthias Niessner and Charles Loop, has made it possible to efficiently
render these surfaces in real-time. A detailed description of Call of
Duty's Sub-D pipeline will be presented, including best practices and
enhancements to the feature adaptive subdivision surfaces technique.
Additionally, the session will provide an overview of our world
displacement mapping pipeline, which enabled artists to quickly upgrade
the appearance of levels by adding fine detail to terrain geometry. The
session will describe novel techniques and low-level bottleneck
mitigation strategies that enabled us to overcome performance problems
typically associated with tessellation.